In this tutorial, we will go over the entire process of creating a beautiful fantasy render using Arnold 6 GPU, Maya, XGen, ZBrush, and Photoshop. First of all, we will start with the base mesh in pose using ZBrush from a mannequin preset or ZSpheres. Then we will sculpt a face, hands, and parts of the body that will be used in the render. After that, we will export the whole mesh to Maya and start to make the guides in Ornatrix. We will use a special Draw Strand tool to achieve the heart forms of the hair. Finally, we will create the hair using XGen and render it with Arnold Renderer 6 on GPU.
01 POSE THE MANNEQUIN
First of all, we need to create a base mesh in ZBrush. To create it, we will use the mannequin preset from the standard library. The mannequin collection is located in the LightBox, in the Mannequin folder. You just need to go into this folder, choose a female mannequin 8HeadFemale_Ryan_Kingslien.ZPR and double-click on it. It will appear in the ZBrush viewport. Next, using the left mouse button, move the limbs, and put them in the desired position by simply clicking and pulling in the right direction.
02 CREATE ADAPTIVE SKIN
After we put the mannequin in a pose, it’s time for a basic sculpture. First of all, you need to turn this dummy into Adaptive Skin. In the Adaptive Skin tab, which is located in Tools on the right, use the default settings, and click Make Adaptive Skin. After that, go up and select the resulting object called Skin_Mannequin to start working with it. This is a readymade mesh that can work with all the sculpt brushes.
03 SCULPT A BASE MESH
This story is from the July 2020 edition of 3D World UK.
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This story is from the July 2020 edition of 3D World UK.
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